nolefan5311 wrote:How do I get to the sea cells? Are some of the sea cells starting positions as well? Do I need to go through the targets? And for this to be like the game, shouldn't the targets be able to attack ship cells on the OTHER side of the map (ship cells one way attack targets on their side of the map, which can bombard all ship cells on opposite side of map). I think the only attack option across the map should be bombard, just like in the game. I take control of the target on my side of the map, and bombard ship cells on the other side (which then can't be taken back, like your latest suggestion suggest). Also, if you plan on having any sort of decay or killer neutral on the targets, that needs to be mentioned in the legend.

Regardless, this is pretty close to the stamp, so I will go ahead and sticky it.

I overlooked this comment before, but I like this idea. I will change the targets to torpedoes and have them be on the same side. Then they will bombard only across the board.

I like the idea of a killer neutral on the targets/torpedoes too. I will lower the neutral and make it reset.

A few changes inspired by nolefan that should address koontz' concerns over stalemate and lopsided starts...

Version 8Each section of the Destroyer and Submarine on each side one-way assaults the connected torpedo.Each section of the Aircraft carriers one-way assaults the connected jet fighter. Torpedoes and Jet Fighters bombard and are bombarded by any ship on the opposite side of the map. Each section of the Battleship and Patrol Boat bombard the sea cells marked by arrows. Sea Mines, Torpedoes and Jet Fighters are all impassable by sea. The trails connecting the latter to their ships are normal sea cells. This essentially functions like train connections do on various maps by showing a connection without interfering with the territory. Toyed with the table background and toned it down considerably. I lowered the starting # of troops to 10 and the torpedo/jets to 5 to help minimize first-turn advantage.

Click image to enlarge.

Last edited by lostatlimbo on Wed Aug 29, 2012 4:41 pm, edited 1 time in total.

Regarding the +1 for 10 sea cells on the opposite side, I still can't figure out how I get to my opponents side of the board. I assume each player starts only on their own side of the map, and I see nothing in the legend indicating that I can assault to the other side. I see bombards via the jets and torpedoes but not assaults.

pamoa wrote:for my own informationwhere do I find definition and conditions for exclusive 2 players gamesare you sure this feature will be implementedand how it will work

lack has given his blessings for 1v1 games quit awhile which is how this map is being made. basically a mapmaker has to submit his/her request to thenobodies80 and he will take a look at it before approval. thenobodies80 will then edit the OP saying that this map has been approved for 1v1 games.

pamoa wrote:for my own informationwhere do I find definition and conditions for exclusive 2 players gamesare you sure this feature will be implementedand how it will work

lack has given his blessings for 1v1 games quit awhile which is how this map is being madebasically a mapmaker has to submit his/her request to thenobodies80and he will take a look at it before approvalthenobodies80 will then edit the OP saying that this map has been approved for 1v1 games

just out of curiosityhow will it work on the "start A Game" pageis it possible to block any other featurebut maybe this is not the place to discuss this matter

pamoa wrote:for my own informationwhere do I find definition and conditions for exclusive 2 players gamesare you sure this feature will be implementedand how it will work

lack has given his blessings for 1v1 games quit awhile which is how this map is being madebasically a mapmaker has to submit his/her request to thenobodies80and he will take a look at it before approvalthenobodies80 will then edit the OP saying that this map has been approved for 1v1 games

just out of curiosityhow will it work on the "start A Game" pageis it possible to block any other featurebut maybe this is not the place to discuss this matter

TBH, I don't know how lack intends to work it on the Start a Game page. I would assume when you select the map that all player options would be unselectable.

pamoa wrote:for my own informationwhere do I find definition and conditions for exclusive 2 players gamesare you sure this feature will be implementedand how it will work

lack has given his blessings for 1v1 games quit awhile which is how this map is being madebasically a mapmaker has to submit his/her request to thenobodies80and he will take a look at it before approvalthenobodies80 will then edit the OP saying that this map has been approved for 1v1 games

just out of curiosityhow will it work on the "start A Game" pageis it possible to block any other featurebut maybe this is not the place to discuss this matter

TBH, I don't know how lack intends to work it on the Start a Game page. I would assume when you select the map that all player options would be unselectable.

I'm sure it will work similar to how the Feudal War or the AOR maps currently don't allow more than 6 players; it just won't let you create them.

As far as the initial drop of sea cells, will there be a limit in how many will be dropped? Or will all 160 be divided randomly? That means 53 per player with 54 neutrals, so it's possible someone drops quite a large bonus.

if the normal +1 for 3 cells with a minimum of +3 does not apply, then the legend ought to say so, since the default assumption is that all bonuses are in addition to +1 for 3 regions unless otherwise stated.

excluding the normal +1 for 3 cells, it looks as if player 1 starts with a median deployment of 12 (5 ships, 5 for 26 own sea cells and 2 for 26 opposing sea cells), with 13 being reasonably likely and with potential for 14. this gives a clear advantage to player 1.

having to count the sea cells to determine how close a player is to reducing an opposing bonus will become rather tiresome.

i suggest that the open sea bonus structure is changed to +1 for every 10 cells held in excess of 30 (which no-one needs to count because the total number of cells is displayed on the screen), with a minimum of +3 (normal +1 for 3 cells does not apply). starting deployment for player 1 will always be 8 troops (5 ships and 3 for 69 cells).

so that the cell names appear in the correct top-to-bottom order in the drop-down boxes, perhaps rows 1 to 10 can be renumbered as 0 to 9?

I think the plan was to default some of the sea cells to neutrals to bring that number down, but I think I like this solution better. It is a lot simpler. I count 70 or 67 depending on whether you include the spots currently marked as impassable sea mines. So it could be 9 troops to start, but still that is an improvement.

Good call on the 0-9. I will make that change and the others when my laptop is operational again.

lostatlimbo wrote:I think the plan was to default some of the sea cells to neutrals to bring that number down, but I think I like this solution better. It is a lot simpler. I count 70 or 67 depending on whether you include the spots currently marked as impassable sea mines. So it could be 9 troops to start, but still that is an improvement.

Good call on the 0-9. I will make that change and the others when my laptop is operational again.

As it appears development on this map has stalled (last update was August 28), this map is being Moved to the Recycling Bin for the time being. If the mapmaker wants to continue with the map, then one of the Foundry Moderators will be able to help put the thread back into the Foundry system, after an update has been made.

As it appears development on this map has stalled (last update was August 28), this map is being Moved to the Recycling Bin for the time being. If the mapmaker wants to continue with the map, then one of the Foundry Moderators will be able to help put the thread back into the Foundry system, after an update has been made.